* if counter ==/<=/>= N for N up to 9 (or greater, but initially this would open up a lot of possibilities already, and wouldn't be too invasive a UI change)

Nice to have:

* decrement as well as increment* compare two counters

Use cases:

* Timers: just increment a counter every tick, and you have a timer. Chain two timers to be able to count to 100, etc.* Counting things like number of resources.* Tagging: this could completely replace the current tags, a because resetting to 0 could be the equivalent of untagging, and incrementing could be the equivalent of tagging. Comparing >= 1 can check whether the tag is set.* probably others?

Last edited by mumpsimus on 17 Oct 2018, 23:01, edited 1 time in total.

+1 but I am for the idea that it shouldn't clutter the view and sometimes even if it costs a lot of effort it is better to leave some functions to those willing to implement them, rather than having a simpyfing node. So for example counters make a bit of a difference at the top.

For the latter case maybe subtrees as conditions would be more effective.

For same reason we don't have LiDAR sensor for precise distance/angle measurement. Neither we have compass to move with respect to arena borders. Nor capabilities to measure distances/evaluate current actions only against tagged objects. No ML module whatsoever.